Search found 217 matches
- Wed Sep 08, 2004 1:13 pm
- Forum: Interactive 3d
- Topic: How to use Tuhopuu2. Simple sample?
- Replies: 47
- Views: 22838
@dmao: I think OpenGL vertex & fragment programs v1.0 are roughly the same as DirectX shaders 2.0. According to the hardware support list at delphi3d.net, it is GeforceFX and Radeon 9500 and up. Sorry. @rstralberg: Does your card support GLSL? (Check the console) You've said you have a Geforce FX, s...
- Tue Sep 07, 2004 11:50 am
- Forum: Interactive 3d
- Topic: How to use Tuhopuu2. Simple sample?
- Replies: 47
- Views: 22838
Animating is fairly easy - do it like this: own = GameLogic.getCurrentController().getOwner() mats = own.getMesh().materials for mat in mats: mat.setUniform("time", own.time) own.time = own.time + 0.2 And in the vertex shader: uniform float time; // Texture animation velocity: const vec4 tv = vec4(1...
- Mon Sep 06, 2004 1:58 pm
- Forum: Interactive 3d
- Topic: Stereo mode with blender (some screens of the stereo modes)
- Replies: 17
- Views: 7066
- Sun Sep 05, 2004 2:20 pm
- Forum: Interactive 3d
- Topic: Stereo mode with blender (some screens of the stereo modes)
- Replies: 17
- Views: 7066
Hos has a recent tuhopuu2 IRIX binary here: http://bebop.cns.ualberta.ca/~cwant/tuhopuu-2004-08-26-irix-6.5-mips.tar.gz You can't take a screenshot of hwpageflip, because each eye is on different frames. You run hwpageflip with: blenderplayer -s hwpageflip game.blend Do the glasses start syncing whe...
- Fri Sep 03, 2004 2:26 pm
- Forum: Interactive 3d
- Topic: Stereo mode with blender (some screens of the stereo modes)
- Replies: 17
- Views: 7066
Stereo options are in Game Framing Settings in Scene buttons. When you run with hwpageflip, do your glasses start syncing to the display? If not, then you might want to check your config. If they do, then you need a newer build - there was a bug with the right eye matrix not being calculated correct...
- Thu Sep 02, 2004 12:58 pm
- Forum: Interactive 3d
- Topic: Stereo mode with blender (some screens of the stereo modes)
- Replies: 17
- Views: 7066
- Wed Sep 01, 2004 12:26 pm
- Forum: Interactive 3d
- Topic: How to use Tuhopuu2. Simple sample?
- Replies: 47
- Views: 22838
A Simple Example: import GameLogic mats = GameLogic.getCurrentController().getOwner().getMesh().materials vs = """ // Vertex Shader: void main () { gl_Position=gl_ModelViewProjectionMatrix*gl_Vertex; } // End Vertex Shader """ fs = """ // Fragment Shader: void main() { gl_FragColor = vec4(1.0, 0.0, ...
- Thu Aug 26, 2004 6:47 am
- Forum: Interactive 3d
- Topic: some GE bugs
- Replies: 4
- Views: 1570
1. (Random Bug) I think this is fixed in CVS: can you try that? 2. Armatures aren't actually implemented in the game engine - it calls back to Blender, the mesh is deformed & the positions copied back. :-( To add a mesh with an armature, use two add object actuators, one with an armature & one with ...
- Thu Aug 26, 2004 6:24 am
- Forum: Python
- Topic: Bug in Effect module
- Replies: 3
- Views: 1621
- Thu Aug 26, 2004 6:23 am
- Forum: Testing Builds
- Topic: bf-blender / windows ATI slow ui fix
- Replies: 36
- Views: 17122
- Tue Aug 24, 2004 2:19 pm
- Forum: Interactive 3d
- Topic: T2 Screenshots.
- Replies: 43
- Views: 17728
thanks for all your amazing work, alien-xmp. But like levon i can't turn those functions on in Tuhopuu :( . Which button can activate the shadows in realtime? I created a simple scene ( a plan, a cube, and a spotlight that lights the scene), turned on the 'light' button in Texture panel Face, but n...
- Mon Aug 23, 2004 5:36 am
- Forum: Interactive 3d
- Topic: T2 Screenshots.
- Replies: 43
- Views: 17728
It is in T2 CVS at the moment. Blender Buttons that are currently implemented for shadows realtime: Scene Buttons: Shadow Light Buttons: Buf.Shadow (Spot lights) ShadowBufferSize ClipSta, ClipEnd Bias SpotSi Edit Buttons: Texture Face Panel: Light In other words: Set faces to light for all faces rec...
- Mon Aug 23, 2004 5:27 am
- Forum: Coding Blender
- Topic: RAS_Polygon get vertex
- Replies: 1
- Views: 1932
- Thu Aug 19, 2004 7:09 am
- Forum: Coding Blender
- Topic: GameEngine Rasterizer Quick Questions
- Replies: 1
- Views: 2027
The vertex arrays index primitives is called if vertex arrays are enabled (System & OpenGL -> Vertex Arrays.) RAS_VAOpenGLRasterizer is a derivative of RAS_OpenGLRasterizer. IndexPrimitives3DText is referring to text. IndexPrimitives is the main renderer, IndexPrimitivesEx can recalculate normals (f...
- Mon Aug 16, 2004 12:37 pm
- Forum: Interactive 3d
- Topic: geforce mx440 and shadows
- Replies: 1
- Views: 1522
According to this list, no. The Geforce 4MX is based on Geforce 2 technology.